Mercurial > pidgin
view doc/PERL-HOWTO.dox @ 9460:eae7e049d639
[gaim-migrate @ 10285]
" This patch completely eliminates the use of the old
numeric prpl identifiers.
I've noticed that some plugins (both in gaim's cvs and
external) continue to use the constants even though
they are essentially no longer valid - code that relies
on them being unique will fail - the new built-in prpls
(SILC and novell) ,and any recent external prpls don't
have numeric values.
The once side effect that the removal causes is that
the code for importing of the old .gaimrc and *.blist
files is a little more kludgy (using magic numbers
instead of the old constants). IMHO this isn't a big
deal as the code will go away eventually anyway.
**This patch also fixes the raw plugin so that i
compiles once again.
**Someone should make sure that the gaim-remote and raw
plugins still work. (If the raw doesn't work, it may be
unrelated as it hasn't been updated since the latest
significant MSN changes - i just made a minor change to
make it compile)" --Daniel Atallah
(13:44:44) Me: what think you of getting rid of prpl numbers?
(13:45:05) Sean: what do you mean?
(13:45:27) Me: right now they are listed as deprecated, but still used in a
few of our own plugins as well as in some 3rd party stuff
(13:45:32) Me: and the enum still exists in the core
(13:45:44) Me: and the newwer prpls such as novell don't use them
(13:45:59) Me: datallah has submitted a patch to get rid of them entirely
(13:46:31) Me: the only thing it would break would be the old blist import,
which he hacked into working with magic numbers, but which i tend to think
we could remove entirely anyway
(13:50:03) Sean: Let's get rid of them, then.
(13:50:10) Sean: and take out old .blist code too
(13:50:14) Me: cool
(13:52:37) Sean: we should get rid of .gaimrc code too, sometime.
(13:53:02) Sean: If anyone's seriously just now upgrading from 0.59.x, or
whatever, they deserve to lose their preferences.
(12:27:56) LSchiere: Paco-Paco: what do you think of getting rid of the
deprecated prpl numbers?
(12:28:14) Paco-Paco: LSchiere: I think it shouldh ave happened long ago
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Tue, 06 Jul 2004 18:06:43 +0000 |
parents | 775ee46b67a2 |
children | f17e538bf9e0 |
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/** @page perl-howto Perl Scripting HOWTO @section Introduction Perl is the first scripting language compatible with Gaim, and has been a valuable aid to developers wishing to write scripts to modify the behavior of their favorite instant messenger. A perl script acts like a normal plugin, and appears in the list of plugins in Gaim's preferences pane. Until now, they have been very basic, and consisted of only a few functions. However, with the latest changes to Gaim's perl API, a much larger part of Gaim is now open. In time, even such things as Gtk+ preference panes for perl scripts will be possible. @section first-script Writing your first perl script Enough of that. You want to know how to write a perl script, right? First off, we're going to assume here that you are familiar with perl. Perl scripts in Gaim are just normal perl scripts, which happen to use Gaim's loadable perl module. Now, you're going to want to place your script in $HOME/.gaim/plugins/. That's the place where all plugins and scripts go, regardless of language. The first thing you're going to write in your script is the necessary code to actually register and initialize your script, which looks something like this: @code use Gaim; %PLUGIN_INFO = ( perl_api_version => 2, name => "Your Plugin's Name", version => "0.1", summary => "Brief summary of your plugin.", description => "Detailed description of what your plugin does.", author => "Your Name <email\@address>", url => "http://yoursite.com/", load => "plugin_load", unload => "plugin_unload" ); sub plugin_init { return %PLUGIN_INFO; } sub plugin_load { my $plugin = shift; } sub plugin_unload { my $plugin = shift; } @endcode The first thing you see is a hash called @c @%PLUGIN_INFO. It contains the basic information on your plugin. In the future, additional fields may be allowed, such as ones to setup a Gtk+ preferences pane. The @c plugin_init function is required in all perl scripts. Its job is to return the @c @%PLUGIN_INFO hash, which Gaim will use to register and initialize your plugin. The @c plugin_load function is called when the user loads your plugin from the preferences, or on startup. It is passed one variable, which is a handle to the plugin. This must be used when registering signal handlers or timers. The @c plugin_unload function is called when the user is unloading your plugin. Its job is to clean up anything that must be dealt with before unloading, such as removing temporary files or saving configuration information. It does @em not have to unregister signal handlers or timers, as Gaim will do that for you. @warning Do @b NOT put any executable code outside of these functions or your own user-defined functions. Variable declarations are okay, as long as they're set to be local. Bad Things (TM) can happen if you don't follow this simple instruction. @section Timeouts One feature useful to many perl plugin writers are timeouts. Timeouts allow code to be ran after a specified number of seconds, and are rather simple to setup. Here's one way of registering a timeout. @code sub timeout_cb { my $data = shift; Gaim::debug_info("my perl plugin", "Timeout callback called! data says: $data\n"); } sub plugin_load { my $plugin = shift; # Start a timeout for 5 seconds. Gaim::timeout_add($plugin, 5, \&timeout_cb, "Hello!"); } @endcode Here's another way of calling a timeout: @code sub plugin_load { my $plugin = shift; # Start a timeout for 5 seconds. Gaim::timeout_add($plugin, 5, sub { my $data = shift; Gaim::debug_info("my perl plugin", "Timeout callback called! data says: $data\n"); }, "Hello!"); } @endcode A timeout automatically unregisters when it reaches 0 (which is also when the callback is called). If you want a timeout to call a function every specified number of seconds, just re-register the timeout at the end of the callback. The data parameter is optional. If you don't have data to pass to the callback, simply omit the parameter. @section Signals Signals are how gaim plugins get events. There are a number of @ref Signals signals available. A signal is registered by connecting a signal name owned by an instance handle to a callback on the plugin handle. This is best illustrated with an example. @code sub signed_on_cb { my ($gc, $data) = @_; my $account = $gc->get_account(); Gaim::debug_info("my perl plugin", "Account " . $account->get_username() . " signed on.\n"); } sub plugin_load { my $plugin = shift; my $data = ""; Gaim::signal_connect(Gaim::Connections::handle, "signed-on", $plugin, \&signed_on_cb, $data); } @endcode Like timeouts, the callback can be an embedded subroutine, and also like timeouts, the data parameter can be omitted. @section Notes The API in perl is very similar to Gaim's C API. The functions have been gathered into packages, but most are the same, and the documentation can be a big help at times. @section Resources @see Signals @see Perl API Reference */ // vim: syntax=c tw=75 et